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[en] PROFESSOR-DESIGNER OF LEARNING EXPERIENCES: WEAVING AN EPISTEMOLOGY TO INSERT DESIGN IN THE SCHOOL / [pt] O PROFESSOR-DESIGNER DE EXPERIÊNCIAS DE APRENDIZAGEM: TECENDO UMA EPISTEMOLOGIA PARA A INSERÇÃO DO DESIGN NA ESCOLABIANCA MARIA REGO MARTINS 28 November 2016 (has links)
[pt] O objeto deste estudo é a Aprendizagem Baseada em Design, pois parto do princípio de que o modo pelo qual os designers abordam os problemas complexos configuram certo tipo de inteligência que pode ser proveitosamente aprendida na escola como forma de melhor preparar os estudantes para os desafios da vida adulta contemporânea. Por este motivo esta investigação imbrica conhecimentos da área do Design e do campo da Educação. Discuto os paradigmas da ciência contemporânea procurando explicitar os domínios do Design como Ciência do Artificial e como campo do saber que possui seus próprios métodos de conhecimentos e procedimentos configurando-se, até mesmo, como certo tipo de inteligência/cognição. Avalio como os designers problematizam seus projetos, conciliando informações variadas e desconexas, conjugando necessidades de diferentes atores, trabalhando em equipe e como este tipo de raciocínio é relevante e vai além do próprio escopo restrito aos projetos de Design. Discuto os paradigmas do contexto educacional emergente que configura-se como um cenário propício à postulação de práticas de aprendizagem integradoras de conhecimentos multidimensionais, flexíveis, emancipadoras, colaborativas, atentas às necessidades do contexto próximo à escola. Ainda, para debater a ideia de que o processo de prototipar soluções de Design favorece a produção de subjetividades e consiste, por isso, em uma relevante estratégia de aprendizagem, debruço-me em um estudo sobre a na noção de cognição inventiva identificando-a como uma abordagem que favorece a percepção de que as dimensões sujeito e objeto, si e mundo são construídas a partir da ação e do conhecimento posto em prática. A partir de então, investigo as aprendizagens ativas - Aprendizagem Baseada em Problemas e Aprendizagem Baseada em Projetos - como propostas pedagógicas em sintonia com a formação de sujeitos com uma vi-são global da realidade, vinculando a aprendizagem a situações e problemas reais, preparando-os para a aprendizagem ao longo da vida. Após, faço uma análise das características da Aprendizagem Baseada em Design e exploro como esse tipo de
cognição ou estratégia vem sendo inserida no contexto da Educação Básica, pois em alguns países já existe essa tradição há algumas décadas. Por isso, investigo como distintas culturas incorporaram o design ao currículo, seja como área de conhecimento, seja como estratégia didática. Realizo, então, a pesquisa de campo através de três enfoques diferentes: numa escola que oferece a disciplina Design há mais de 30 anos; participando do planejamento e implementação de uma disciplina de um curso de Pedagogia; e realizando entrevistas com estudantes e professores de Design e Pedagogia. Após o retorno da pesquisa de campo procuro articular os saberes e práticas aprendidos durante a imersão, discutindo as conexões desta investigação com os conceitos de multirreferencialidade, multiplicidade e rizoma; e invenção de conceitos e concepções de problemas. Traço, então, aproximações entre estas noções e o campo da aprendizagem discutindo a relevância do trabalho com problemas de Design durante o processo de aprendizagem escolar. Ainda e fechando um pouco mais o foco na questão da aprendizagem, discuto diferentes abordagens sobre o currículo, sujeito, poder, cultura e sociedade - na intenção de encontrar o lugar da Aprendizagem Baseada em Design numa perspectiva que seja multiculturalista e interessada em valorizar o protagonismo dos sujeitos em relação à construção do conhecimento. Também, e para dar consistência ao discurso do Professor-Designer de experiências de Aprendizagem, teço conexões entre este conceito e oportunidades para trabalhá-lo na Formação Docente, Cotidiano Escolar e na Formação Continuada. A investigação encerra-se com as aproximações a uma Epistemologia para a Aprendizagem Baseada em Design e, assim, procuro argumentar os conceitos norteadores para colocá-la em prática. / [en] This study examines the Design Based Learning assuming that the way of designers address the complex problems configure a certain kind of intelligence that can be usefully learned in school as a way to prepare students for the challenges of the contemporary adult s life. So, this research explores the Design and Education fields. I discuss the paradigms of contemporary science attempting to outline the Design area as an Artificial Science and as a knowledge field that has its own kno-wledges methods and procedures and can be setting up even as a certain kind of intelligence/cognition. After this, I evaluate how designers think their projects, combining varied and disjointed information, combining the needs of different ac-tors, working in teams etc., and how this kind of reasoning is relevant and goes beyond the very limited scope of design projects. I discuss the paradigms of the emerging educational context that is favorable to postulate integrative, multidimen-sional, flexible, emancipatory and collaborative learning practices, focused on the needs of the context near the school. Then, to discuss the idea that the process of prototyping design solutions favors the production of subjectivities and, therefore, is a relevant learning strategy, I study the inventive cognition notion and I identify it as an approach that favors the perception that the subject and object s dimensions / self and world dimensions are constructed by the action and knowledge in practice. Afterwards, I investigate active learning - Problem Based Learning and Projects Based Learning - as pedagogical proposals aligned with the subjects formation with a global vision of reality, linking learning to real situations and problems, preparing for a lifelong learning. Then, I analyse the characteristics of Design Based Learning and explore how this type of cognition and/or strategy has been inserted into the basic education context, because in some countries it is been tradition by a few decades. So I investigate how different cultures have incorporated design in the curriculum, either as a field of knowledge, whether as a teaching strategy. I made, then, an immersive research through three different approaches: in a school
that is been offering the Design course for over 30 years; participating in the planning and implementation of a Pedagogy course; and conducting interviews with students and teachers of Design and Education. After the immersion research, I returned trying to articulate the knowledge and practices learned during immersion by discussing the connections of this research with the concepts of multireferentia-lity, multiplicity and rhizome; and concepts invention and problems conceptions. Then I make approaches between these notions and the learning field, discussing the relevance of working with Design problems during the school learning process. After and closing the focus on learning, I discuss differents approaches to the notion of curriculum, subject, power, culture and society - in an attempt to find the place of Design Based Learning in a perspective that is multicultural and interested in enhancing the role of subjects in relation to the construction of the knowledge . Also, and to give consistency to the discourse of the Professor-Designer of learning experiences, I figure connections between this concept and opportunities to work it in Professor Education, School Daily Life and Continuing Education. This research concludes with the approaches to an Epistemology for Design-Based Learning and thus seek to argue the guiding concepts to put it into practice.
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Me, Myself, and AI : Case study: human-machine co-creation explored in designWikström, Daniel January 2018 (has links)
The current case study served to investigate roles, uses, attitudes, and future implications of a collaborative artificial intelligence system [CAIS] at a user experience and service design firm. Due to the shortage in the body of literature for human machine co-creative collaboration, this study obliged in expanding on it from a qualitative and conceptual level. Findings from a thematic analysis on design practitioners, indicated three main themes: Attitudes, Attributes, and Awareness. Main findings indicate that negative attitudes affect how much autonomy is ascribed to CAIS; There is a lack of actuating design with this type of technology, partly due to lack of knowledge but also a central authority in the community; CAIS is perceived to foster creativity, but not truly collaboratively; Finally, ethical considerations towards designing with such intelligent systems are discussed both regarding the designer and the design process, but also towards the end-user.
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Campos de luz: contaminações luminosas no Teatro Paulistano 2011-2012 / -Manoel João Ochoa 14 December 2012 (has links)
Este trabalho pesquisa as aplicações da iluminação cênica em alguns coletivos teatrais paulistanos no período de 2011-2012, para entender a prática do desenho da luz, constatando a utilização ou não de novos equipamentos e técnicas. Para isso, fez-se o estudo de peças produzidas e apresentadas no período mencionado, e entrevistas com iluminadores, diretores e outros profissionais da cena ligados a grupos filiados à Cooperativa Paulista de Teatro e contemplados com o Programa de Fomento ao Teatro da Cidade de São Paulo. Outra preocupação deste trabalho foi a análise da formação dos profissionais de iluminação desses coletivos. / This work researches the aplication of Lighting designer in Drama groups from São Paulo between 2011 and 2012, for understand the pratice of light shape and the using of modern equipments and technics. Therefore, a study was made about plays produced and presented in the mentioned period, and interviews with lighting designers, directors and other professionals in the area related of groups affiliate with the São Paulo Drama Company e benefit from the Program of Promotion of the Theater in the city of São Paulo. Another of this work was a analysis of the formation of the Light Designers of this groups.
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Protection de la mode en droit colombien : le recours aux dessins et modèles / Protection of the fashion industry in Colombia : an appeal to the industrial design lawSalas Pasuy, Brenda 12 July 2017 (has links)
Le design et la production d’un article de mode impliquent le talent et le savoir-faire du styliste. La définition de la matière première, la finalité et le produit qui incorpore le dessin ou modèle de mode sont autant d’éléments que le styliste doit prendre en compte pour réaliser une création. C’est pourquoi le processus intellectuel engagé dans l’élaboration de leurs créations se doit d’être protégé par le système juridique. Au vu de la propriété intellectuelle, de nombreux droits permettent de la protéger, comme les marques, le droit d’auteur et les dessins ou modèles industriels. La législation colombienne a opté pour le régime des dessins ou modèles industriels. L’étude conjointe du secteur de la mode en tenant compte de la création est très importante car sa définition apportera au styliste une garantie juridique quant à l’objet de protection ainsi que la portée du droit. Le dynamisme de la mode montre néanmoins que la législation actuelle est inadaptée. La thèse présente ainsi les problèmes existants et les solutions offertes par d’autres régimes juridiques pour la protéger de manière adéquate. / The design and production of a fashion item involves the talent and expertise of the designer. Along the design process, the designer has to make decisions on raw materials, end use,and the actual product to which design is to be applied. This multi-faceted intellectual process behind the fashion design must be protected by the legal system. It is important to conduct an overall study of the fashion sector taking into account the creative process in order to provide the designer with legal guarantee in regards to the object to be protected and the scope of rights. There are well known instruments that protect intellectual property such as trademarks, copyright, design patents and industrial design law. Colombia has chosen to follow the industrial design law which, given the dynamic nature of fashion, seems to be inadequate. This thesis presents the existing problems in the Colombian legal system and the solutions offered by other legal regimes to protect fashion more adequately.
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Sustainable architectural design between inscription and de-scription : the case of Masdar CitySharif, Ahlam Ammar Abdellatif January 2016 (has links)
The thesis aims to deconstruct the traditional dualities between design and use and blend the boundaries between them. It characterises design as a process that is complex, dynamic, and integral to other processes, such as use. The thesis utilises Latour's concept of the collective. Although this concept has been applied to architectural contexts in previous studies, this thesis expands the collective to include actors of use. The thesis elaborates on the inscription and description of technologies inspired by Akrich (1992). It shows how the collective is shaped and reshaped through such processes. Building parallels with previous studies, it analyses the importance of fluidity and fluid actors in de-scribing technologies and reshaping the collectives. The thesis utilises the case of Masdar City, which has been designed in the UK by the architectural and urban planning firm Foster + Partners and implemented in the Middle East, specifically in the United Arab Emirates. The thesis focuses on its first developed stage represented by Masdar Institute of Science and Technology (MIST). Based on a qualitative and inductive approach, the conducted research utilises interviews and site observations with the designers, users, and other main contributors. Through this approach, the thesis reflects on the concept of sustainability that is itself contested, changeable, and vague. The thesis concludes that sustainable design processes should be seen as continuous loops between design and use. In acknowledging this, it is further suggested that concepts such as the living laboratory, which support the adaptation of designs and learning from use, are adopted at the outset in architectural production.
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Lay participatory design: A way to develop information technology and activity togetherSyrjänen, A.-L. (Anna-Liisa) 13 November 2007 (has links)
Abstract
In this thesis a new phenomenon called lay participatory design (PD) is described and defined. The work is based on a long-term historical and ethnographic field study in a non-profit community of dog breeders. The case community is committed to the understanding and support of indigenous dogs and their hunting skills through the improvement of breeding knowledge using information technology. This is conceptualized as a user-field-design perspective within a natural cultural historical IT context. The new design mode based on this perspective can be seen as infrastructuring, which integrates the activity, community, and IT. Once in actual use, new knowledge and IT is put into practice in the field, which is the actual focus of the change.
As it is practice field-driven, lay PD differs conceptually and theoretically both from conventional and professional IT expertise and IS design models, and from representative-, design- or project-driven approaches to PD and to design ethnography. Because of the traditional division of labour in IS these approaches often take only the professionalized (IT) design as the starting point and ignore the epistemological interests of ordinary people, non-IT-professional users active in their own, everyday domains and in their own participative and collaborative practices in the field of practice. The use-field-design perspective, which is conceptualized in lay PD, is complementing these approaches because it takes seriously ordinary people/users as local designers who are competent with topics, everyday domains, activity and IT located in the related field of practice.
The case shows that IT and the core activity of a community can be developed together, and that this co-development is sensible. The results of this study suggest that lay PD concepts can describe essential features of the design process for everyday communities of practice. As a bottom-up form of systems design using everyday knowledge, lay PD can be adopted in other domains and study areas. Thus, lay PD is one new member in the emerging family of Participatory Design, Social Shaping of Technologies, and End User Development-driven systems.
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Analysis of Synthetic Cannabinoids by Direct Analysis in Real Time Quadrupole Time-of-Flight Mass Spectrometry and Gas Chromatography Quadrupole Time-of-Flight Mass SpectrometryTorbet, Tyler S 01 June 2015 (has links)
The aim of this study was to investigate the utility of direct analysis in real time quadrupole time-of-flight mass spectrometry and gas chromatography quadrupole time-of-flight mass spectrometry in the analysis of 162 different synthetic cannabinoids. Direct analysis in real time quadrupole time-of-flight mass spectrometry is shown to be a rapid and accurate analytical method for synthetic cannabinoids. Spectra can be generated with less than 1.5 ng of the drug in under a minute and be successfully searched against previously generated ESI-QTOF libraries in most cases (118/130 drugs tested) as well as can also be applied to the identification of synthetic cannabinoids in a mixture. Gas chromatography quadrupole time-of-flight mass spectrometry, while requiring a much longer analysis time, is shown to accurately distinguish all but 19 compounds (140/159). These two instruments have proven to be viable alternatives in synthetic cannabinoid analysis and will greatly benefit forensic laboratories.
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AUTORSKÁ ODĚVNÍ TVORBA NA ČESKÉM TRHU / Fashion designers on the Czech marketHinková, Barbora January 2014 (has links)
This Master's Thesis deals with the Czech fashion scene. Development of fashion is outlined in the introduction. It should help to understand the whole market. The work deals with marketing of fashion brands and focuses primarily on marketing Czech fashion brands offering fashions for women. Czech fashion scene is analyzed in detail and pointed out the weaknesses that need to be improved. In connection with the findings outlined here is a solution that should help Czech fashion scene.
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Anténní předzesilovač pro měření EMI / Antenna preamplifier for EMI measurementsSedlák, Milan January 2018 (has links)
The master thesis deals with the design of a low noise preamplifier operating in the frequency range from 30 MHz to 1 GHz, usable for measuring and testing of electromagnetic interference in the electromagnetic compatibility test rooms. The introductory, theoretical, part is focused on the analysis and description of the necessary properties of the low noise preamplifier required for the subsequent design. The practical part deals with the selection of suitable components, simulation, design and subsequent realization of low noise preamplifier. At the end of the thesis the design and the final verification measurements are described and discussed.
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Virtuální dvojče pro testbed Průmyslu 4.0 / Virtual twin for testbed Industry 4.0Husák, Michal January 2020 (has links)
The goal of my master‘s thesis is to create a digital twin of a testbed Barman. The Barman is a school model of autonomous mixed drinks production line that demonstrates the principles of Industry 4.0. In the theoretical part of the thesis, the choice of a suitable tool for virtualization is discussed. The Tecnomatix Process Simulate and the Mechatronic Concept Designer module integrated in the NX platform is compared. The practical part of the work is divided into two phases. The first phase was about looking for a way to integrate the robotic SCARA manipulator. The second phase was focused on the virtualization of the cell Shaker in the latter of the tools mentioned before. This work is designed as a guide for creating and verifying the concept of a digital twin.
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